There is an ongoing battle between ironmen and mains around what makes for good game design. What’s more important? Progression that leads smoothly throughout the game or the economic impact of content and our ability to make gp off it in the long term? The answer is both. Too much of either makes for bad game design. If we’re only focused on economy, then drop rates become increasingly rare and no one will be able to reasonably acquire things on their own. This turns into longer grinds and will gatekeep the endgame from newer players as they won’t be able to grind for their own items as easily if something is too expensive. Too much focus on a smooth progression path can lead to easyscape design that could lead to too much skippable content in the game and take away some of the character and uniqueness of the game we love. OSRS is great because it has a DNA like no other game. It’s weird. It’s old and clunky. It provides a landscape for us to be really creative. It embodies that sandbox MMO mentality very well. I think the sooner the community can recognize this, the better mains and irons can collaborate together to make something really cool. Instead of throwing punches, we can shoot the shit and riff on ideas until we hit that sweet spot. We’re at a pivotal point in OSRS where power creep is inevitable with Raids 4 around the corner. Let’s work together to find that perfect sweet spot. Thanks for coming to My Arm Talk. submitted by /u/GzzzDude
Originally posted by u/GzzzDude on r/2007scape
